Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Penguinmanereikel

#1
Quote from: Tynan on August 08, 2018, 05:01:29 PM
Quote from: Polder on August 08, 2018, 10:53:23 AM
I agree. I'm trying to make it more worthwhile to keep animals for things other than defense or hauling.

I totally agree with the goal, once upon a time I did a ton of analysis and balancing to try to make the farming case viable (several alphas ago), but it's hard as hell to actually get all the balance points working. Especially given how straightforward hunting is, and how manhunter packs deliver mass meat/leather. It's hard for raising animals to compete with that without being ridiculous in other ways.

Hmm...thinking over it, wouldn't the best idea to have a sort of generation level system with farm animals, where animals that spawn from the wild start at level zero, and as animals breed, their kin will be a higher generation level, and as the higher an animal's generation level, the greater returns on animal products like meat, eggs, etc. (or maybe faster rates or higher nutrition value). Perhaps those with differing generation levels will have an increase from the lower level parent, or the average between the parents, to encourage to keep moving onto next generations instead of the same parents over and over. I believe this system would encourage farming to be a stable, controllable, high-yield, albeit slower method of obtaining meat. The yield returned from farming will eventually flatten out over the course of a few generations. Higher generation animals could also possibly sell better.
(i.e. the longer these animals have been farmed over generations, the better)

Or, you could use a different, although more complex, system where every animal has a "fatness" that deterimines the meat yield (and stuff like "lactation factor" for milk producers, or something similar to that), and animal multiple offspring will have varying "fatness" deviating from the average of the parents. The "fatness" is shown on the animal screen and the adults' "fatness" should be the important one for the player to focus on. The player will be encouraged to pick the animals with their preferred traits (like "fatness" which influences meat yield) and make them breed.
(i.e. selective breeding)

Disclaimer: I planned out this idea with turkeys in mind, so results will likely vary if implemented. Perhaps, the increase in yield will be adjusted for those that breed rapidly and those that breed slowly, so that everyone can progress appox. equal rates.
#2
Ideas / Re: Books
February 18, 2018, 11:47:19 AM
Quote from: VincentJ on February 18, 2018, 08:03:47 AM
(actually I play in french, so I don't know how is called the relative gauge to joy in the english version... leisure gauge ? pleasure gauge ? happiness or mood gauge ?)
Est-ce la grande barre en haut à droite de l'onglet "Besoins", ou est-ce l'une des plus petites en bas à droite?

S'il vous plaît noter que tout cela a été fait dans Google Translate. Toute erreur de traduction est la faute de Google.
#3
If we do multiple-pawn surgeries, then we'll also have to do a lot of multiple-pawn stuff, like building, and probably cooking and researching. Some crafting could also use multiple-pawn actions.
#4
Ideas / Re: Beautiful Walls and Guns
December 19, 2017, 12:20:06 PM
They don't contribute to beauty, but they contribute to wealth, which boosts the overall impressiveness.
#5
Stories / Re: Reincarnation is a %^@#%
December 12, 2017, 09:49:43 AM
Maybe it's just Sammy Gerador Jr.
#6
General Discussion / Re: When backstories don't match...
December 12, 2017, 09:34:43 AM
Quote from: SpaceDorf on December 10, 2017, 12:13:34 AM
The problem with this kind of checking is the pure amount of tests that has to be applied.
Which would slow down character generation by 500%
or each Backstory needs to have a list of which childhood or adult story doesn't match .. which bloats the configs and slows down character generation.

finally this kind of tests would shrink the pool of possible pawns.
the next step would be to match the traits to the backstories because they are implausible most of the time too.
All there would have to be is to have each childhood backstory connect a certain set of possible adult backstories. When generating a character, after the childhood backstory is generated, an adult backstory is selected from its corresponding set of adult backstories.
This doesn't mean that adult backstories are confined to a single childhood backstory. Only that unreasonable combinations don't occur.
#7
Quote from: Bolgfred on December 12, 2017, 03:44:46 AM
Quote from: Penguinmanereikel on December 10, 2017, 02:19:47 PM
I propose some kind of system that makes the insects go into some kind of hibernative state at very cold temperatures.

Can I butcher hibernating insects? I think I want to butcher them.
Well if you're okay with waking them up and eating your intestines out alive, sure.
#8
Stories / Re: I've got a racist labrador
December 10, 2017, 02:40:17 PM
On the subreddit, there's someone who's warg was auto-named "Terrorism"
#9
General Discussion / Re: tornado sucks
December 10, 2017, 02:21:03 PM
Tynan is trying to recreate tornadoes as another superweapon (like the orbital weapons), rather than random events.
#10
I propose some kind of system that makes the insects go into some kind of hibernative state at very cold temperatures.
#11
General Discussion / Re: When backstories don't match...
December 09, 2017, 10:35:31 PM
Tynan hasn't exactly fixed up backstories so that every childhood matches with an adulthood that makes sense.
#12
Ideas / Re: Slavery
December 08, 2017, 10:40:36 AM
I've had an idea like this. Not sure if Tynan will implement any more systems, though.
#13
Ideas / Re: New Biome: City Ruins
December 08, 2017, 10:39:24 AM
#14
So what you're asking for is a log book that tracks events.
#15
General Discussion / Re: Low wealth playthrough?
September 27, 2017, 02:03:52 PM
Don't raiders target beds?